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Tracker: Feature Requests

7 select BG or SI engine for new mods - ID: 1696871
Last Update: Comment added ( marzojr )

Last time I checked, it is hardcoded that the engine being used for new
mods is the BG engine. This affects most particularly the animation of
certain items, like the fountains as the cycle is engine-dependent.

It would be great to be able to specify which engine (thus which animation
cycles, etc) a new mod is based off. At the moment, I had to update the
source to say that if a game isn't SI and isn't BG, then use SI's engine.
This unfortunately can't be distributed, which is kinda the points of
mods...

thx


Aurelien Marchand ( artaxerxes ) - 2007-04-09 12:28

7

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Marzo Sette Torres Junior

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Public


Comment ( 1 )




Date: 2007-06-16 22:27
Sender: marzojr


AFAIK, at least for intrinsic tables, it is SI, not BG, which is used as
the "default" for new games. But this is used somewhat inconsistently.
Animations, in any case, are *not* hard-coded anymore (and haven't been for
quite a while). Mods automatically inherit the animations of their parent
game; new games have no animation data by default. Both for mods and new
games, you can specify animation cycles by placing a "shape_info.txt" file
in patch dir (mods) or static/patch dirs (new games). You can look into the
Exult source, in data/bg and data/si to look for their "shape_info.txt"
files.


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Changes ( 3 )

Field Old Value Date By
status_id Open 2007-06-16 22:27 marzojr
assigned_to nobody 2007-06-16 22:27 marzojr
close_date - 2007-06-16 22:27 marzojr